This is the basic tutorial to teach you how to create a floor to ceiling door. To view this map in Shadow Warrior download door2.zip
![]() Fig 1. Archway and door. |
1. First create two rooms with an archway. In the archway, make the door by inserting four vertices (Insert key). Connect the two lower vertices using the SPACE bar. Next, connect the upper two vertices using the SPACE bar. This middle sector will be the door.
![]() Fig 2. Inserting St1 sprite. |
2. Make the grid smaller by pressing "G" once. Now insert a sprite in the door sector by pointing the mouse cursor in the door sector and hit "S". Go to 3D mode (numeric pad Enter) and the sprite will probably look like a gray wall tile (picnum). Place the cursor on it and press "V" twice. Now press "G" and enter 2307 and press Enter. This takes you to the ST1 sprite that we need. Now, press Enter again and we should be back in 3D mode with the ST1 sprite on the floor. Since this is a floor to ceiling door we need to have this sprite at the height that we want the door to stop at. In this case the ceiling, put the cursor on the ST1 sprite and press Ctrl-PgUp. Now the top of the ST1 sprite is on the ceiling. However, the door will stop at the bottom of the sprite leaving a gap at the top of the door. So, we need to place the cursor on the ST1 sprite, hold down the left mouse button and press PgUp twice. Now, the bottom of the ST1 sprite is at the actual top of the ceiling, and so will be our door. The location and position of this ST1 sprite is the only difference between a floor to ceiling and a ceiling to floor door. Everything else remains the same except for using "O" in 3D mode as we did with the ceiling to floor door.
3. Now comes the new stuff. Referring to the SPRITAGS.TXT file go to Hitag 92 (SECT_VATOR). Place the cursor on our ST1 sprite in 2D mode and Alt-H. Now enter 92 Enter. We need a low matching tag for our door, sounds, and anything else that we want connect to this door operation. If you don't know what your next tag number should be press F5 and it will tell you the next available tag number to use. In our case it will be 1. Press Alt-T and enter 1 Enter. Now here is the real new stuff. There are TAG# and BOOL# numbers that need to address for your door to work at all. This you can see in the SPRITAGS.TXT mentioned above. To change the values of TAG# you press and hold the ' (under the ") key and the number you need to address. To change TAG3, press ' and 3 then enter the value and press Enter.
Ok, now for the BOOL#. To enter a BOOL# you need to press ; and number. The number can only be a 1 or 0 nothing else.
![]() Fig 3. Insert the ST1 sound sprite. |
4. Insert another ST1 sprite next to the first one and give it a Hitag of 134 (sound spot) and the same Low tag of 1. Give TAG4 = 169 (the sound). No BOOL# need to be changed.
5. The walls on each side of the door should be stationary (there shouldn't move with the door). If you put the cursor on the floor of the door sector and hold the left mouse button while pressing PgUp the walls on the side of the door sector shouldn't move. This is because the wall are connected at the ceiling. If the walls move then they have been connected to the floor. If so, put the cursor on the wall and press "O" again and they will be connected back to the ceiling. Now if you use the PgDn and PgUp keys you will see that they don't move. If for some reason when you PgDn the door and it looks strange put the cursor on it and press "/" to set the texture to it's default size.